Pragmatic F2P Guild Design

Anthony gave a talk at GDC Europe this week focused on how to design guilds to be fun, engaging, and profitable for free to play games. He walks through a bunch of design decisions to make, talking about what to consider for your game and what the implications might be. [Note: If you want to read the notes and comments on each slide, view it on the SlideShare website directly instead of below] Check it out:

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Hello, my name is David Finseth and I am a Technical Artist at Synapse Games. I work across multiple games to create visuals that require some technical and artistic components. A big part of my job is working on particle effects for our mobile games. I am very passionate about this work and wanted to share my process and some tips for creating these effects with you. Particle effects are a unique tool that can add interactivity and responsiveness to your games. They excel at creating a lot of movement and impact. Particle effects can be used to create magical fireballs, swirling dimensional portals, or for directing the player's attention to a glowing treasure chest. First, I am going to break down the process that I go through when I make particle effects in Unity. Later I will go over some technical tips and tricks. Most of these examples are from work that I did on the games Spellstone and Animation Throwdown. The Process Breaking down the requirements: The first thing I do when I start to make a particle

pictured: Thumper Dark Souls is more likely associated with anguish than euphoria as a series, but it -- and other notoriously difficult games -- are where we can find some of gaming’s most pleasurable moments. If you work through your urges to throw your controller at a wall, you might be lucky enough to experience the joy that keeps us all coming back for more “YOU DIED” screens. We’re going to delve into what leads to these experiences, why they feel so good, and how they can be designed. That feeling? It’s called “flow.” Named by Mihály Csíkszentmihályi in the 1970s in response to interviewees describing the feeling as being carried along by water, flow is a deep, pleasurable immersion in the activity you are engaged in. Most commonly used in reference to creative pursuits like painting or performing music, this experience is absolutely found in games as well. To find yourself in a state of flow, first there are some parameters: You know your goal You know how to accomplish your goal You are receiving feedback

KONG: Hyper Hippo is a Canadian-based independent game developer best known for the hit idle game AdVenture Capitalist. How did you all meet and start making games together? CODY: Hyper Hippo sprang out of the imagination of Lance Priebe, the creator of Club Penguin. He assembled what he felt was a "dream team" for game development, then opened the floodgates and said, "GO!" TRISTAN: We all met while working on the virtual world "Disney’s Club Penguin." We wanted to try our hand at some new game experiments, create new IPs (Mech Mice, AdVenture Capitalist, etc.), develop for leading platforms (mobile, PS4, Xbox), and move away from the processes and politics of larger companies. KONG: For those of us not familiar, what type of game dev culture does Canada have? What sets Canada apart from other development hubs? CODY: Canada is similar to a lot of other "game" or tech hubs, but maybe just more apologetic? We’ve got our big guys like EA, BioWare and WB Montreal. But there’s also